Lith (CR 6)
AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 4d10+20 (42 hp); DR: 10/magic
Fort +9, Ref +6, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +7
Attack: Claw +7 melee (1d4+3)
Full Attack: 2 claws +7 melee (1d4+3) and bite +5 melee (1d6+1) and gore +5 melee (1d6+1)
Special Attacks/Actions: Psionics
Abilities: Str 16, Dex 15, Con 20, Int 6, Wis 11, Cha 15
Special Qualities: freeze
Feats: Alertness; Multiattack
Skills: Hide +7, Listen +3, and Spot +3
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Organization: Solitary or pair
Psionics (Sp): At will - meld into stone; 3/day - passwall, wall of stone; 1/day - flesh to stone (DC 18), stone sphere (DC 17). Caster level 6th. The save DCs are Charisma-based.
Freeze (Ex): A lith can hold itself so still that it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice that the lith is really alive.
Skills: A lith receives a +8 racial bonus on Hide checks when concealed against a background of worked stone.
Liths prefer to use their psionic abilities with surprise, but they can defend themselves physically if they must. A lith uses its psionics to retreat into the nearby stone if it fears it is on the losing end of a conflict.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.